few questions about managing units

tramwajg

Warlord
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May 9, 2014
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Poland
I just updated mod and it's great, the best mod I played ever, good for learning about history:)

I have 115 cities and 400 units, on map about 2000 units (mostly animals), seems like it's decreasing fps rate, also automated workers are not working properly, for example they don't build anything on non upgraded tiles, they can't build railroad neither auto nor manually, there is only grayed out option of electric railroad (electronics not researched yet). Most of units are from ancient era, and civilization is currently industrial. Is there any simple way of deleting or promoting all units of particular type (either military advisor or world builder), or deleting particular player with all his units, or maybe starting game with no animals at all? (would be better to somehow limit number that can exist on map, I really like animals in prehistory era, it's one of my favorite eras to play, but later on huge number of units on map seems to slow fps rate too much), anyone has good advice for above?

also barbarians are progressing in technology too fast (they are in between of my tech level and other AI level, when AI is prehistory and I am medieval-renaissance, barbarians are sedentary or classical and very quickly capture other AI civs and soon I am left with continent filled by huge barb civilization instead of 10-20 separated AI), anyone experienced it and knows solution? maybe choosing no barbarians and yes neanderthal cities would help?

btw. great initiative to add scenarios with space areas (planets, interstellar) to main mod file, earlier I had to download mod mods or map packs
 
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Few things here-

Railroad is possibly due to a missing resource... or there's a poor build obsoletion, I'll look into that.

You can delete/promote/order all of your own units of a type by holding down alt while clicking on a unit's delete/promote/order button (edit: meant upgrade, not promote whoops), and I believe there is a way to delete an entire civ in worldbuilder though I've never used it.

Turning on the option that prevents animals from spawning in owned tiles is a good way to help prevent animal spam in later game, though there's still lots of naval animals.

The barb tech level is related to tech leader's level, so in this case you're too far ahead of opponents already... especially with 115 cities, you've probably won some time ago lol. Try starting on higher difficulty, perhaps, and don't use 'start as minor civs' if you are, as it strongly hampers AI growth. There is work being done to make the AI more competitive, but it's slow going.
 
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thanks! alt didn't work with promotions (I still needed to do it separately if units were not in same tile), but worked with upgrading to more modern ones, saved a lot of time:)

would it be possible to avoid making certain buildings by auto city production? usually it builds a lot of assasin's den in cities, which later are not possible to demolish, and I can't handle huge crime that arises afterwards when barbarian assasins are spawned:)

thanks, that was big expansion, I built cities on whole continent:) I think there were no minor civs, but I used setter start and increasing difficulty, I will try start on higher in next game

also, another great work by mod developers, queues in city screen works much faster now, earlier it was reloading queue every time when choosing building which was taking very long time in late game, maybe it would be possible to use same solution in build list screen? also, it is much more playable when having so many cities on map now, in earlier versions I remember it was working slow if I built too much
 
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huge number of units on map seems to slow fps rate too much
And increases turn time and takes memory. The number of animals has always been limited and was reduced a while ago. Figuring out ways to reduce units in general would be good so nobody has to deleted civs and animals in wb would be good.


also barbarians are progressing in technology too fast
Barb tech is based on the tech of other players. People have complained about this before, others like it the way it is. Perhaps a global define?
 
And increases turn time and takes memory. The number of animals has always been limited and was reduced a while ago. Figuring out ways to reduce units in general would be good so nobody has to deleted civs and animals in wb would be good.
Yep... workin' on that as a major goal in the redesign. Not a reduction in diversity so much as hopefully a major reduction in the need (or even AI desire for) raw unit volume. When the game isn't just a matter of who has the bigger stick but what the shape of one's sticks are vs the shapes of another and the AI can not only keep up with that but give the player the example of how to shape their sticks to lethal effect, we have an environment where just raw production power isn't really the trick to winning in a cold or warm war, and even if you did have that, you'd still want to exercise restraint because you WILL stretch your income capacity to manage gigantic forces thanks to MUCH more expensive units on the whole.
 
would it be possible to avoid making certain buildings by auto city production? usually it builds a lot of assasin's den in cities, which later are not possible to demolish, and I can't handle huge crime that arises afterwards when barbarian assasins are spawned
THAT sounds like you're dealing in part with the crime buildings that AREN'T sanctioned by the state (you). If you let crime go, those criminals build centers of crime of their own, and yes, once you've let crime spiral out of control for a while, it becomes VERY difficult to get back under control - easier to maintain if you maintain with care than it is to try to get a problem under control because the problem creates more of the problem.
 
Barb tech is based on the tech of other players. People have complained about this before, others like it the way it is. Perhaps a global define?
This global define:
<Define>
<DefineName>BARBARIAN_FREE_TECH_PERCENT</DefineName>
<iDefineIntVal>4</iDefineIntVal>​
</Define>
I believe lower value means barbs will be further behind regular civs in tech, should probably check out how it is used in code some day.
 
thanks! I built some objects that help with crime (national beliefs, achievements) and it's not problem as long as I check property watch every ~10 turns. I am now in atomic era and fun from gameplay is increasing with tech level, I have few questions

1. how do you use effect launch site? I researched satellites, built satellite, and can't use it
2. my city size 80 consumes 1635 food for population, while I remember that one citizen takes 4 food? consumption progression in my cities is more exponential than linear, am I doing something wrong?
3. what it means "pests (mosquitos) has been built by citizens"? or "animal story requirement has been built by citizens"? I have troubles imagining it, how pests can be built and in what circumstances it happens?



3.1. would it be possible to turn off notifications about what was built in city? quantities are huge with so many cities:) same with religions being spread, and maybe reduce volume of sound effects? currently much louder than other sounds

4. what improvements do you build on tiles? I filled my main continent with forest preserves and I am happy, pollution is very low, and economical difference between cottages/farms and preserves is unnoticeable, almost all food, production and commerce comes from buildings and specialists
5. is it possible to play renaissance soundtrack music (bach, mozart) in later eras?

btw. unit diversity is great, I enjoy it much more than having one kind of unit in large quantity (like it was in unmodded civ4)

Railroad is possibly due to a missing resource... or there's a poor build obsoletion, I'll look into that
I think this one was my fault, I must have forgotten about steel resource, in next game it works fine, automated workers are building railway networks between cities
 
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thanks! I built some objects that help with crime (national beliefs, achievements) and it's not problem as long as I check property watch every ~10 turns. I am now in atomic era and fun from gameplay is increasing with tech level, I have few questions

1. how do you use effect launch site? I researched satellites, built satellite, and can't use it
2. my city size 80 consumes 1635 food for population, while I remember that one citizen takes 4 food? consumption progression in my cities is more exponential than linear, am I doing something wrong?
3. what it means "pests (mosquitos) has been built by citizens"? or "animal story requirement has been built by citizens"? I have troubles imagining it, how pests can be built and in what circumstances it happens?


4. what improvements do you build on tiles? I filled my main continent with forest preserves and I am happy, pollution is very low, and economical difference between cottages/farms and preserves is unnoticeable, almost all food, production and commerce comes from buildings and specialists

btw. unit diversity is great, I enjoy it much more than having one kind of unit in large quantity (like it was in unmodded civ4)
1. You use it indirectly - by building buildings and units, that require it.
Its effect building (those have no costs to build - can't be built like normal building), lots of these are in game.

2. 4 food per citizen is long gone thing.
Now for every citizen more, each citizen uses bit more more food.
So 1 pop sized city may eat 4 food/pop, but 100 sized city may eat 20 food/pop or something like that.
@Thunderbrd or @Toffer90 can say how it works exactly.

3. All autobuilt buildings have message like this. This message is holdover from long ago, and needs to be adjusted.
Some autobuilds are good and some are bad, XML tag could be used to differentiate, so proper message is displayed.
This one in screenshot you got is essentially nice way to tie up all Story pseudobuildings to single requirement.
There is Myth equivalent too.

4. Improvements sadly lose their relative punch over time - massive building and improvement rebalance effort would have to be taken so they don't get so drowned out.
Smaller city would have to get less from improvement than bigger city.
 
3.1. would it be possible to turn off notifications about what was built in city? quantities are huge with so many cities:) same with religions being spread, and maybe reduce volume of sound effects? currently much louder than other sounds

5. is it possible to play renaissance soundtrack music (bach, mozart) in later eras?
3.1
There is option in BUG settings (green thing on top left), that you can change it probably.

5. Not without changing Era Infos
 
thanks, great:) few more questions about picture:

first picture shows effect of "plant jungle" command, which is terrain called "Plant Jungle", difference compared to "jungle" is darker green colour
second picture: if I want to "preserve forest", it shows "will destroy the Plant Jungle"
third picture is effect of this command, "Plant Jungle" is changed to "Jungle" with Forest Preserve on it, colour of trees is different green now
4th picture shows that if I want to plant forest there, it requires |Dummy Tech

my question: what is difference of Plant Jungle compared to Jungle, why it's destroyed by forest preserve, and where on tech tree is |Dummy Tech?

and one more:) what is [ICON BULLET]?


and last one I think:D I am trying to build Svalbard Global Seed Vault in city over 50 latitude with taiga/tundra/ice in vicinity, I also have refrigerators factory, and this wonder is still grayed out, anyone had similar issue?
 
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3.1. would it be possible to turn off notifications about what was built in city? quantities are huge with so many cities:) same with religions being spread, and maybe reduce volume of sound effects? currently much louder than other sounds
I have an XML file that disables all the construction noises, if you want it.
 
and one more:) what is [ICON BULLET]?
Its typo. Normally it would be "*"
[STUFF] is thing used for formatting text.

EDIT: It appears someone messed up since " * " conversion is broken.
@Toffer90 can fix that.
 
first picture shows effect of "plant jungle" command, which is terrain called "Plant Jungle", difference compared to "jungle" is darker green colour
second picture: if I want to "preserve forest", it shows "will destroy the Plant Jungle"
third picture is effect of this command, "Plant Jungle" is changed to "Jungle" with Forest Preserve on it, colour of trees is different green now
4th picture shows that if I want to plant forest there, it requires |Dummy Tech

my question: what is difference of Plant Jungle compared to Jungle, why it's destroyed by forest preserve, and where on tech tree is |Dummy Tech?
Haha, I literally happen to be working on fixing these now. The way changing features and terrain thru terraforming works was never quite fully implemented in a good manner. The "Plant Jungle" that the "Perserve Forest" improvment warns about destroying is an empty improvement, not the real jungle on the tile. This placeholder improvement is a bug that I've already fixed, though it will be a bit yet before the new system is in the SVN version.

The "|Dummy Tech" is a placeholder for "You can't build the improvement on this terrain", so you'll get the same when having a worker try to "Plant Jungle" on a real jungle tile, etc. The player should not ever be seeing that, but, I've found it's a bit of a pain to fix which is probably why this system wasn't quite ever fully finished. Hopefully it will be soon though!
 
thanks all:) disabling sounds from religion and construction could be helpful (I normally like it but with this quantity of cities it's so often that I can't hear music)
Haha, I literally happen to be working on fixing these now
nice:D so you are developer of mod? I appreciate all this hard work, I must say it's best game I ever played, learned so much about history and future (yesterday ocean spiral for example), from where are you getting inspirations for future techs? thanks for detailed explanation of plant jungle, fun to read:D

I am now building colonies on other planets (map with earth and all kind of space areas above it), these autobuilds like venus colony and buildings available later are fun and have nice stats, like 1000 science from single one:) nanotech and transhuman era seems to be the best fun so far

1. is it possible to terraform, like making oceans and grasslands on mars?
2. for some reason I am not able to make screen (it shows like civ4 was minimised and websites are visible instead of game when pasting), but why tactical fusi are not making ocean access like in previous versions? however, if I use it on peak it's changed to hill, and if on hill it's changed to flat terrain, maybe I messed something with options, but advanced terraforming is enabled
3. option for disabling globe buildings view has no effect, all buildings are still visible on map, anyone knows what can be reason? with huge quantity of buildings in towns, there are no standard cities views anymore (only models of buildings, mostly monasteries) and I think it may reduce speed of game
 
thanks all:) disabling sounds from religion and construction could be helpful (I normally like it but with this quantity of cities it's so often that I can't hear music)
I think this was changed somewhat recently. What version are you playing on do you know, missed if you posted it somewhere. There were changes to this between v40.1 to v 41, so this may have already been fixed (though you won't be able to use the same save across versions, unfortunately).
nice:D so you are developer of mod? I appreciate all this hard work, I must say it's best game I ever played, learned so much about history and future (yesterday ocean spiral for example), from where are you getting inspirations for future techs?
I dabble, haha, and thanks. The other posters, Raxo and Toffer, have been working on it for far longer than I have :crazyeye:
1. is it possible to terraform, like making oceans and grasslands on mars?
I don't think Mars currently has much in the way of terraforming (there is some content for "Green Mars" stuff, don't know how much it's been implemented). Space stuff in general is very rough.
... why tactical fusi are not making ocean access like in previous versions? however, if I use it on peak it's changed to hill, and if on hill it's changed to flat terrain, maybe I messed something with options, but advanced terraforming is enabled
Advanced nuclear stuff also may not be working right, don't think anyone's messed with it for a long while (roughly falls into same ballpark as space stuff, later content isn't very polished). Inspiration and stuff for it comes from all over, but from my understanding it was one modder (Pepper2000?) who did the vast majority of the work on it, though I may be wrong.

Don't know much about globe view, Toffer would probably know though.
 
but why tactical fusi are not making ocean access like in previous versions? however, if I use it on peak it's changed to hill, and if on hill it's changed to flat terrain, maybe I messed something with options, but advanced terraforming is enabled
It didn't do it correctly so it got disabled, coast sea and ocean didn't change correctly on adjacent plots so that 2 tiles from land is always sea, 3 always ocean and 1 always coast. Probably worked as it should before we added sea, was easier to disable it than looking into making it work without glitching.
 
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